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- using Content.Shared.Storage;
- using Content.Shared.Whitelist;
- using Robust.Shared.Prototypes;
- namespace Content.Server.GameTicking.Rules.VariationPass.Components;
- /// <summary>
- /// This is used for replacing a certain amount of entities with other entities in a variation pass.
- ///
- /// </summary>
- /// <remarks>
- /// POTENTIALLY REPLACEABLE ENTITIES MUST BE MARKED WITH A REPLACEMENT MARKER
- /// AND HAVE A SYSTEM INHERITING FROM <see cref="BaseEntityReplaceVariationPassSystem{TEntComp,TGameRuleComp}"/>
- /// SEE <see cref="WallReplaceVariationPassSystem"/>
- /// </remarks>
- [RegisterComponent]
- public sealed partial class EntityReplaceVariationPassComponent : Component
- {
- /// <summary>
- /// Number of matching entities before one will be replaced on average.
- /// </summary>
- [DataField(required: true)]
- public float EntitiesPerReplacementAverage;
- [DataField(required: true)]
- public float EntitiesPerReplacementStdDev;
- /// <summary>
- /// Prototype(s) to replace matched entities with.
- /// </summary>
- [DataField(required: true)]
- public List<EntitySpawnEntry> Replacements = default!;
- }
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